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"Pink isn't a color. It's a lifestyle." - Chumbalaya
"...generalship should be informing list building." - Sir Biscuit
"I buy models with my excess money" - Valkyrie whilst a waitress leans over him

Sunday, August 7, 2011

Email In: 'Ard Boyz Tyranids Redux

Hi Kirby, I've been reading your blog for a while now, figured I'd try my hand at the list evaluation game. I recently picked up a Tyranid army and have been aggressively expanding it to try and play in Ard Boyz this year. I'm still a ways off from an ideal list, but I feel the one I have now is semi-solid. Feel free to be as ruthless as needed in your analysis, and I do know that more Hive Guard is a priority, and they are on the schedule.

Hive Tyrant - Wings, Lash Whip/Bonesword, Scything Talons, Paroxysm, Leech Essence, Hive Commander

Tervigon - Adrenal Glands, Toxin Sacs, Cluster Spines, Catalyst, Dominion

Hive Guard Brood - 3x Hive Guard

Zoanthrope Brood - 3x Zoanthropes, Mycetic Spore

Ymgarl Genestealer Brood - 9x Ymgarl Genestealers

Termagaunt Brood - 10x Termagants

Termagaunt Brood - 10x Termagants

Tervigon - Adrenal Glands, Toxin Sacs, Cluster Spines, Catalyst, Dominion

Tervigon - Adrenal Glands, Toxin Sacs, Cluster Spines, Catalyst, Dominion

Ravener Brood - 6x Raveners with Scything Talons

Trygon Prime - Adrenal Glands

Trygon Prime - Adrenal Glands

Tyrannofex - Rupture Cannon, Cluster Spines, Thorax Swarm(Dessicator Larvae)

2492 total

What I see this list doing is pushing one of the Tervigons to outflank(hopefully onto the opponent's weaker side), have the Hive Tyrant land near it. The Zoans come down in their pod and try to hit the priority target of the turn(for instance against Grey Knights(our FLGS has like 4 of them) their Psyfleman Dreads or Storm Ravens/Land Raiders), The Ymgarls try to pop out of the terrain that's going to disrupt the opponent's plans as much as possible, and the rest of the army rolls in on foot. I've hd a bit of a love/hate relationship with Deep Striking Trygons, but I dont rule out doing so if the opponent is not GK(I've never not rolled a 1 on Warp Quake).

Again, any advice/comments/constructive criticism is more than welcome.


Well, the first problem here is that it's a reserve list at 2500pts that only comes in on a 3+; that is really going to be limiting, because when you have ~1700pts of units on the table T2 and your opponent has 2500, they are going to punish you for it harshly. 'Ard Boyz is pretty much the one and only time you can afford to bring both a normal Tyrant and the Swarmlord to the party (and thus run a reasonable reserves list.) You also have an awkward mix of reserve and non-reserve units, which is pretty much asking for trouble.

With regards to Deep Striking Trygons, it really does depend a lot. If you are forced to take first turn, sometimes you just want them on the table to get that T2 charge, but this depends a lot on what guns the enemy has (in 'Ard Boyz there's often simply too much aimed at you) and what deployment type you're using- in Dawn of War you almost always want to DS them in, for example, but Pitched Battle is more forgiving; in Spearhead, simply walking in from reserves can be a decent strategy at times.

If I was going to try and run a reserves list, I'd probably do something very different from yours. Raveners are not really a top choice for such a list, despite their ability to pop out- they don't really do anything the rest of the list doesn't already do and they are very vulnerable when they show up.

2499 Tyranid list
1 Hive Tyrant (Wings, HVC, HC, Parox, Leech)
1 Swarmlord
2 Tyrant Guard
3 Zoanthropes (Spore)
3 Zoanthropes (Spore)
7 Ymgarl Genestealers
16 Termagants (Devourers; Spore)
15 Termagants (Devourers; Spore)
1 Tervigon (Cluster, Catalyst, Adrenal, Toxin)
1 Tervigon (Cluster, Catalyst, Adrenal, Toxin)
7 Genestealers (Toxin)
7 Genestealers (Toxin)
1 Trygon

Only one Trygon?! Only one Trygon, just not room for any more. The important thing to note here is that virtually everything is useful the turn it arrives- Genestealers and the outflanking Tervigon can assault, Devgaunts and Zoanthropes shoot, etc. It also brings 6+ scoring units to the party, which ends up being a reasonable count. The two HQs are most awkward part of things, as the Swarmlord has to come in walksies and the Flyrant is gonna take a lot of fire on the turn it drops, but c'est la vie.

In terms of the scenarios, the lack of outflank in mission #2 is going to be really annoying, but livable- reserve anyways and aim to shrug off two turns of shooting at the beginning and one at the end (thanks to Night Fight), which should help some. In Scenario #3 you can make your Tyrant Guard your "general," meaning you only give up an extra 120VP there- not ideal, but better than most people can do. That mission is otherwise pretty nice for you, since you can push forward the Swarmlord, a Tervigon, and a squad of 'Stealers, leaving the enemy very few "safe" places from your assaults.

Facing a lot of GK is going to be very, very harsh for your Tyranids no matter what you do. Your best bet is simply to aim for alpha strikes- you want to hit them where it hurts, because GK do not have very good survivability on most of their units. Lay a ton of wounds on the squad and watch them fold and die like any other Marine, because if they can hit you back at full force you WILL die.

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